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<blockquote data-quote="The_Warlock" data-source="post: 4530603" data-attributes="member: 21215"><p>I've now had a chance to give a cursory read through, though not an in-depth dissection.</p><p></p><p>I can say straight off that it's not quite my style, though I find it a very interesting interpretation of the older concepts into the more modern mechanical system.</p><p></p><p>The focus on temporal/secular power provides for a much different series of end goals for characters, and certainly is much more supportive of both sandbox style play and ongoing world play (ie, characters are retired to become part of an onging world with consistent players who can look back and see the impacts they've had on a homebrew world).</p><p></p><p>I very much like the sidebars which say why things were done, and the reasons, while reminding the gamemaster repeatedly that they can change what they want and giving minor insight into what the most commonly anticipated changes might cause.</p><p></p><p>The one thing I noticed in a few of the class abilities I did read through was a flip-floppiness of some applications of math - this part of the power is a divisor rounded down, and this part is a divisor rounded up.</p><p></p><p>While back in the day I COULD recite the titchy back and forths of 1E, and it was with a sort of pride, I've found over the years that despite players supposedly having all the math done ahead of time, it's minor things like that that cause the greatest arguments and head scratching as people try to remember that one rule which is different. </p><p></p><p>It's no dealbreaker, but I've become a stooge for the consistent rule application police in my old age.</p><p></p><p>I'll give a more thorough read through later and see if anything else encourages commentary from the gamer side of the brain.</p><p></p><p>Good work overall, and a very interesting take on the fantasy genre.</p></blockquote><p></p>
[QUOTE="The_Warlock, post: 4530603, member: 21215"] I've now had a chance to give a cursory read through, though not an in-depth dissection. I can say straight off that it's not quite my style, though I find it a very interesting interpretation of the older concepts into the more modern mechanical system. The focus on temporal/secular power provides for a much different series of end goals for characters, and certainly is much more supportive of both sandbox style play and ongoing world play (ie, characters are retired to become part of an onging world with consistent players who can look back and see the impacts they've had on a homebrew world). I very much like the sidebars which say why things were done, and the reasons, while reminding the gamemaster repeatedly that they can change what they want and giving minor insight into what the most commonly anticipated changes might cause. The one thing I noticed in a few of the class abilities I did read through was a flip-floppiness of some applications of math - this part of the power is a divisor rounded down, and this part is a divisor rounded up. While back in the day I COULD recite the titchy back and forths of 1E, and it was with a sort of pride, I've found over the years that despite players supposedly having all the math done ahead of time, it's minor things like that that cause the greatest arguments and head scratching as people try to remember that one rule which is different. It's no dealbreaker, but I've become a stooge for the consistent rule application police in my old age. I'll give a more thorough read through later and see if anything else encourages commentary from the gamer side of the brain. Good work overall, and a very interesting take on the fantasy genre. [/QUOTE]
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